• 제목/요약/키워드: Texture generation

검색결과 132건 처리시간 0.029초

모션 텍스처를 이용한 차량 시뮬레이터의 통합 (A Data Driven Motion Generation for Driving Simulators Using Motion Texture)

  • 차무현;한순흥
    • 대한기계학회논문집A
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    • 제31권7호
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.

조직분석을 위한 최적 2차원 Quadrature Polar Separable 필터 (An Optimal 2D Quadrature Polar Separable Filter for Texture Analysis)

  • 이상신;문용선;박종안
    • 한국통신학회논문지
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    • 제17권3호
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    • pp.288-296
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    • 1992
  • 본 논문에서는 개선된 2D QPS(Quadrature polar separable) 필터의 설계와 조직 프로세싱에 대한 응용이 논의된다. 필터의 커넬쌍은 이산 PSS에 근거한 라디얼 가중 함수와 방향각을 위한 지수 감쇄 함수의 적으로 구성되며 주파수 평면상에서 퀴드래처 극분리형이 된다. 필터는 방향각 함수를 이산 PSS에 근사화시키므로 에너지 손실면에서 최적화된다. 필터의 주파수 특성은 대역폭, 방향각, 감쇄 정수, 그리고 주파수 변이 정수와 같은 설계 명제 조건에 의존하므로 제어가 용이하다. 조직 프로세싱에 대한 필터의 응용으로 조직 영상의 생성, 방향각의 평가, 그리고 합성 조직 영상의 세그멘테이션이 고찰된다. 결과는 넓은 대역폭을 갖는 필터가 강한 방향성 조직의 생성 및 식별에 사용될 수 있다는 것과 세그멘테이션 결과도 효과적임을 보였다.

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단일 영상 초해상도를 위한 질감-공간 분리 기반의 특징 분류 네트워크 (Texture-Spatial Separation based Feature Distillation Network for Single Image Super Resolution)

  • 한현호
    • 디지털정책학회지
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    • 제2권3호
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    • pp.1-7
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    • 2023
  • 본 논문은 단일 영상을 이용하여 초해상도 방법을 수행하기 위해 질감-공간 영역을 분리한 뒤 세부정보를 중심으로 특징을 분류하는 방법을 제안한다. CNN(Convolutional Neural Network) 기반의 초해상도는 세부정보를 개선하기 위한 특징 추정 과정에서의 복잡한 절차와 중복된 특징 정보의 생성으로 인해 초해상도에서 가장 중요한 기준인 품질 저하가 발생할 수 있다. 제안하는 방법은 절차적 복잡성을 줄이고 중복 특징 정보의 생성을 최소화하여 초해상도 결과의 품질을 개선하기 위해 입력 영상을 질감과 공간의 두 채널로 분리하였다. 질감 채널에서는 세부정보 복원을 위해 다중스케일로 변환한 영상에 단계별 skip-connection을 적용한 잔차 블록 구조를 적용하여 특징 정제 과정을 수행함으로써 특징 추출을 개선하였고, 공간 채널에서는 평활화된 형태의 특징을 활용하여 잡음을 제거하고 구조적 특징을 유지하도록 하였다. 제안하는 방법을 이용해 실험한 결과 기존 초해상도 방법대비 PSNR 및 SSIM 성능 평가에서 향상된 결과를 보여 품질이 개선됨을 확인할 수 있었다.

영상 영역화를 이용한 영상 부호화 기법 (An Image Coding Technique Using the Image Segmentation)

  • 정철호;이상욱;박래홍
    • 대한전자공학회논문지
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    • 제24권5호
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    • pp.914-922
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    • 1987
  • An image coding technique based on a segmentation, which utilizes a simplified description of regions composing an image, is investigated in this paper. The proposed coding technique consists of 3 stages: segmentation, contour coding. In this paper, emphasis was given to texture coding in order to improve a quality of an image. Split-and-merge method was employed for a segmentation. In the texture coding, a linear predictive coding(LPC), along with approximation technique based on a two-dimensional polynomial function was used to encode texture components. Depending on a size of region and a mean square error between an original and a reconstructed image, appropriate texture coding techniques were determined. A computer simulation on natural images indicates that an acceptable image quality at a compression ratio as high as 15-25 could be obtained. In comparison with a discrete cosine transform coding technique, which is the most typical coding technique in the first-generation coding, the proposed scheme leads to a better quality at compression ratio higher than 15-20.

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평 엔드밀을 이용한 평면가공에서의 가공면 형성기구 (Plane Surface Generation with a Flat End Mill)

  • 류시형;김민태;최덕기;주종남
    • 한국정밀공학회지
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    • 제16권2호통권95호
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    • pp.234-243
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    • 1999
  • Using the geometric and the vector methods, three dimensional surface texture and roughness models in flat end milling are developed. In these models, rear cutting effect on surface generation is considered along with tool run-out and tool setting error including tool tilting and eccentricity between tool center and spindle rotational center. Rear cutting is the secondary cutting of the already machined surface by the trailing cutting edge. The effects of tool geometry and tool deflection on surface roughness are also considered. For representing the surface texture more practically, three dimentional surface topography parameters such as RMS deviaiton, skewness and kurtosis are introduced and used in expressing the surface texture characteristics. Under various cutting conditions, it is confirmed that the developed models predict the real surface profile precisely. These models could contribute to the cutter design and cutting condition selection for the reduction of machining and manual finishing time.

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A Comparative Analysis Between <Leonardo.Ai> and <Meshy> as AI Texture Generation Tools

  • Pingjian Jie;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.333-339
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    • 2023
  • In three-dimensional(3D) modeling, texturing plays a crucial role as a visual element, imparting detail and realism to models. In contrast to traditional texturing methods, the current trend involves utilizing AI tools such as Leonardo.Ai and Meshy to create textures for 3D models in a more efficient and precise manner. This paper focuses on 3D texturing, conducting a comprehensive comparative study of AI tools, specifically Leonardo.Ai and Meshy. By delving into the performance, functional differences, and respective application scopes of these two tools in the generation of 3D textures, we highlight potential applications and development trends within the realm of 3D texturing. The efficient use of AI tools in texture creation also has the potential to drive innovation and enhancement in the field of 3D modeling. In conclusion, this research aims to provide a comprehensive perspective for researchers, practitioners, and enthusiasts in related fields, fostering further innovation and development in this domain.

Development of Mobile 3D Terrain Viewer with Texture Mapping of Satellite Images

  • Kim, Seung-Yub;Lee, Ki-Won
    • 대한원격탐사학회지
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    • 제22권5호
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    • pp.351-356
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    • 2006
  • Based on current practical needs for geo-spatial information on mobile platform, the main theme of this study is a design and implementation of dynamic 3D terrain rendering system using spaceborne imagery, as a kind of texture image for photo-realistic 3D scene generation on mobile environment. Image processing and 3D graphic techniques and algorithms, such as TIN-based vertex generation with regular spacing elevation data for generating 3D terrain surface, image tiling and image-vertex texturing in order to resolve limited resource of mobile devices, were applied and implemented by using graphic pipeline of OpenGL|ES (Embedded System) API. Through this implementation and its tested results with actual data sets of DEM and satellite imagery, we demonstrated the realizable possibility and adaptation of complex typed and large sized 3D geo-spatial information in mobile devices. This prototype system can be used to mobile 3D applications with DEM and satellite imagery in near future.

열간압연에 따른 AZ61 및 AZ80 마그네슘 합금의 미세조직 및 집합조직 발달에 대한 연구 (Development of Microstructure and Texture of AZ61 and AZ80 Magnesium Alloys by Hot Rolling)

  • 이지호;박노진
    • 열처리공학회지
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    • 제33권2호
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    • pp.49-56
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    • 2020
  • Magnesium alloy is a metal with high specific strength and light weight, and is attracting attention as a next generation metal for environmentally friendly automobiles and transportation equipment. However, magnesium alloys have a problem of degrading formability due to the basal texture developed during processing, and their application is limited. Although active researches on the control of textures have been conducted in order to minimize this problem, there is a lack of research on the formation of microstructures and textures according to elemental differences. In this study, AZ61 and AZ80 magnesium alloys were selected to investigate the effects of aluminum addition on the microstructure development of magnesium alloys. This research has proven that the increase of the rolling rate results in the decrease of the average grain size of the two alloys, the increase of the hardness, and the increase of the fraction of twins. As shown on this research below, the basal texture developed strongly as the rolling ratio increased. On the other hand, this research also has proven that the two alloys exhibited different texture strength and distribution tendencies, which could be due to the effects of aluminum addition on work hardening, grain size, and twin behavior.

A Technique for Improving the Quality of Stereo DEM Using Texture Filters

  • Kim, Kwang-Eun
    • 대한원격탐사학회지
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    • 제18권3호
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    • pp.181-186
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    • 2002
  • One of the most important procedure in stereo DEM generation is the stereo matching process which finds the conjugate pixels in a pair of stereo imagery. In order to be found as conjugate pixels, the pixels should have distinct spatial feature to be distinguished from other pixels. However, in the homogeneous areas such as water covered or forest canopied areas, it is very difficult to find the conjugate pixels due to the lack of distinct spatial feature. Most of erroneous elevation values in the stereo DEM are produced in those homogeneous areas. This paper presents a simple method for improving the quality of stereo DEM utilizing the texture filters. An entropy filter was applied to one of the input stereo imagery to extract very homogeneous areas before stereo matching process. Those extracted homogeneous areas were excluded from being candidates for stereo matching process. Also a statistical texture filter was applied to the generated elevation values before the interpolation process was applied in odor to remove the remaining anomalous elevation values. Stereo pair of SPOT level 1B panchromatic imagery were used for the experiments. The results showed that by utilizing the texture filters as a pre and a post processor of stereo matching process, the quality of the stereo DEM could be dramatically improved.

물리 기반 메터리얼을 기반으로 하는 절차적 생성 방식의 텍스쳐링에 관한 연구 (A Study on Texturing of Procedural Generation of based on Physically Based Materials)

  • 이영헌
    • Journal of Information Technology Applications and Management
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    • 제30권6호
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    • pp.143-155
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    • 2023
  • Procedural generation methods based on physical-based materials generate data by algorithms rather than manual through combinations with artist-generated assets based on computer-generated randomness algorithms. For this reason, the procedural generation method is mainly used to produce textures of 3D models in the field of computer graphics because it is easy to obtain the desired quality with little data. This study is a study on physical-based materials and procedural generation methods based on them. Physical-based materials are divided into Metallic/Roughness workflows and Specific/Glossiness workflows. These two methods produce the same results, which are more accurate based on the law of conservation of energy. The procedural generation method allows a natural texture to be obtained very quickly by texturing through a combination of a computer-generated random algorithm and an artist-generated asset based on various maps.